unreal.InterchangeGenericCommonSkeletalMeshesAndAnimationsProperties
¶
- class unreal.InterchangeGenericCommonSkeletalMeshesAndAnimationsProperties(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
InterchangePipelineBase
Interchange Generic Common Skeletal Meshes and Animations Properties
C++ Source:
Plugin: Interchange
Module: InterchangePipelines
File: InterchangeGenericAssetsPipelineSharedSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
import_meshes_in_bone_hierarchy
(bool): [Read-Write] Import Meshes in Bone Hierarchy: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.import_only_animations
(bool): [Read-Write] Import Only Animations: Enable this option to only import animation, a valid skeleton must be set to import only the animations.skeleton
(Skeleton): [Read-Write] Skeleton: Skeleton to use for imported asset. When importing a skeletal mesh, leaving this as “None” will create a new skeleton. When importing an animation this MUST be specified to import the asset.use_t0_as_ref_pose
(bool): [Read-Write] Use T0As Ref Pose: Enable this option to use frame 0 as reference pose
- property import_meshes_in_bone_hierarchy: bool¶
[Read-Write] Import Meshes in Bone Hierarchy: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.
- Type:
(bool)
- property import_only_animations: bool¶
[Read-Write] Import Only Animations: Enable this option to only import animation, a valid skeleton must be set to import only the animations.
- Type:
(bool)